Witchcraft and the Moon: Tapping into Lunar Energy for Magickal Practices

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We are witches. We are the ones who harness the power of the elements and commune with the forces of nature. We are connected to the cycles of the moon and the seasons, drawing strength from the ebb and flow of energy around us. Our craft is ancient, passed down through generations, whispered secrets shared under the cover of darkness. We use herbs and crystals, potions and spells to bring about change in our lives and the world around us. We bend reality to our will, shaping our destinies with intention and focus.


Because of that, even a dimwit like me managed to figure it out. Setting the two dials properly makes all the teleports stop being random and instead teleporting you to the same spot – to the Volcano God. This guy has a few choices. You can challenge him, which for my party means quick and painful death. You can also ask him for a clue, in which case he transports you to a spot with a checkered message:

But she rightly reminds us that these bindings are human remains something certain repositories have been slow to acknowledge and that they bear witness to the disparate power relations that led to the books creation. In Smith s account, the words on the page are not the only source of meaning; it is drawn also, she argues, from the form of the book itself, which is inextricable from its contents.

Puissance and magic book 1

We bend reality to our will, shaping our destinies with intention and focus. But being a witch is not just about the spells and the rituals. It is about embracing a way of life that honors the Earth and all living beings.

Puissance and magic book 1

I just had a thought (yesterday) and spent a while working things out. The comparison between a weapon with Puissance +3 on it and a ring with ST +3 on it.

At first, I thought they'd do equal damage, but P+3 does more. So. how much more?

I looked at sw/cut weapons because those are where the biggest numbers are. It probably holds just as true with thr/imp or others. Not so much with bows, and of course not with guns.

On average, a +3 damage bonus to a sword or axe or whatever does 0.36 points more than a person with a +3 to ST. This is not what I'd consider to be a good investment.

+3 dmg costs 5000 energy to make and gives +3 to damage for that weapon alone.

+3 ST costs 4500 energy to make and gives almost the same damage increase (for ST's 20 and under), plus extra HP, plus extra lifting capacity, and the damage increase works for all weapons.

Am I missing something or is this a broken as it seems?

Note: One way to fix it would be to make the Puissance increase +1/+2/+3 per die instead of just +1/+2/+3. At low levels of ST (12 or less) this wouldn't change anything (since it'd be doing 1d anyway) but beyond that it can make a much larger difference and make the damage boost more meaningful to someone already doing quite a bit.

OddGamer
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Join Date: Feb 2005 Location: Berkeley, CA Re: Magic: Puissance +3 not worth it? Quote: Originally Posted by OddGamer Am I missing something or is this a broken as it seems?

Well, you're missing the fact that you can do both, and there's a cap to how much ST you can put on an item. Other than that, well, it's basically true that Puissance +3 is a lousy investment.

Anthony
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Join Date: Jul 2005 Location: Ontario, Canada Re: Magic: Puissance +3 not worth it? Quote: Originally Posted by Anthony

Well, you're missing the fact that you can do both, and there's a cap to how much ST you can put on an item. Other than that, well, it's basically true that Puissance +3 is a lousy investment.

There's a cap on puissance, too. +3. The cap ob ST is +5. And that assumes you're not allowing for greater maximums when Magery exceeds 5. But, yes, terrible investment. +1 is good (1/6th the energy of +ST), and so is +2 (1/3 +ST) but. well, it makes the weapons themselves less important.

Perhaps a change, there, to 500 energy per +1 with a normal max of +5 would be better since it's just that one weapon?

OddGamer
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Join Date: Jul 2007 Location: One Mile Up Re: Magic: Puissance +3 not worth it? Quote: Originally Posted by OddGamer

Perhaps a change, there, to 500 energy per +1 with a normal max of +5 would be better since it's just that one weapon?

Perhaps ST-enhancing items should be more expensive? Perhaps axe-wielding barbarians could benefit more from Graceful Weapon and Penetrating Weapon if they're already doing more than 1d of damage? If you want Puissance to be more common, make it cheaper or more effective. If you don't, don't. Follow your joy.

In my recent fantasy campaign, for example, I decided that there is enough of a market for cheap Invisibility potions that only last a few seconds that they are available in the big city if you have the right Contacts. These are mostly purchased by criminals to assist in planned extreme violence, for obvious reasons, and are cooked up by half-mad alchemist-wannabes who flunked out of the academy, move the lab frequently, do too much of their own Sleep-Be-Gone, and blow themselves up a lot in a deliberate parallel to crystal meth. Is this by the section on alchemy in the Magic book? Not at all, it's just logically consistent with the setting and makes me happy.

Gold & Appel Inc
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GURPS Line Editor Join Date: Jul 2004 Location: Montr�al, Qu�bec Re: Magic: Puissance +3 not worth it?

Note two things:

1. Swung weapons are the worst basis of comparison here. Swing goes up by a nominal +1 per +1 to ST, so +1 to swing damage is functionally equivalent to +1 to ST, to within a small error. Thrust goes up by a nominal +1 per +2 to ST, so +1 to thrust damage is functionally equivalent to +2 to ST, to within a small error.

2. Puissance adds to damage without regard for user ST limits, whereas Might encounters the usual cap: maximum effective ST is three times the weapon's ST stat (p. B270). This matters for light weapons, mainly. For a dagger, short baton, small knife, smallsword, etc. (ST 5), you can bring at most ST 15 to bear; therefore, +5 to ST adds no damage for a ST 11+ user, +4 to ST doesn't help a ST 12+ user, and so on. For a baton, jo, jutte, large knife, main-gauche, short spear, short staff, etc. (ST 6) , the limit is ST 18, but this still makes +5 to ST kind of pointless for ST 14+, +4 to ST superfluous for ST 15+, and so on.

Where the two intersect is the market for the Puissance spell: Making small, light thrusting weapons deadlier. It's great for smallswords, daggers, and other finesse weapons. A ST 11 warrior who pays for a 7,500-energy Might item that gives +5 to ST would wield his smallsword for 1d+2 imp. If he got a 5,000-energy Puissance weapon, he'd deal 1d+3 imp and have money left to put the spell on a very fine sword that gives another +2 damage, for 1d+5 imp.

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Join Date: Jul 2007 Location: One Mile Up Re: Magic: Puissance +3 not worth it? Quote: Originally Posted by Kromm

Where the two intersect is the market for the spell: Making small, light thrusting weapons deadlier. It's great for smallswords, daggers, and other finesse weapons. A ST 11 warrior who pays for a 7,500-energy Might item that gives +5 to ST will wield his smallsword for 1d+2 imp. If he got a 5,000-energy Puissance weapon, he'd deal 1d+3 imp.

It'd also be great for tiny-but-magically-gifted characters. The difference between a weapon wielded for 1d-5 Impaling and 1d-2 Impaling is pretty significant when it gets stuck in your vitals or eye.

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GURPS Line Editor Join Date: Jul 2004 Location: Montr�al, Qu�bec Re: Magic: Puissance +3 not worth it? Quote: Originally Posted by Gold & Appel Inc


It'd also be great for tiny-but-magically-gifted characters. The difference between a weapon wielded for 1d-5 Impaling and 1d-2 Impaling are pretty significant when it gets stuck in your vitals or eye.

Yes. A pixie sword is a joke at 1d-5 . . . but not when it's very fine, with Puissance 3, doing 1d. With +5 to ST, you'd just break the darn thing. GURPS Low-Tech Companion 2 will even have rules for that.

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Join Date: Jan 2005 Location: Japan Re: Magic: Puissance +3 not worth it? Quote: Originally Posted by Kromm GURPS Low-Tech Companion 2 will even have rules for that. Wow. We must buy that book now.

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Join Date: Aug 2004 Re: Magic: Puissance +3 not worth it? Quote: Originally Posted by OddGamer

There's a cap on puissance, too. +3. The cap ob ST is +5. And that assumes you're not allowing for greater maximums when Magery exceeds 5. But, yes, terrible investment. +1 is good (1/6th the energy of +ST), and so is +2 (1/3 +ST) but. well, it makes the weapons themselves less important.

Perhaps a change, there, to 500 energy per +1 with a normal max of +5 would be better since it's just that one weapon?

The caps don't affect each other. ST +5 and Puissance +3 generally HURTS.

That said, Puissance works better with thrust impaling weapons as ST based damage for these doesn't improve that fast. A thrust impale attack to the vitals with a +3 Puissance blade can be very effective.

A clock running two hours slow has the correct time zero times a day.

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Join Date: Sep 2006 Location: Seattle, Washington, USA Re: Magic: Puissance +3 not worth it? Quote: Originally Posted by Anthony

Well, you're missing the fact that you can do both, and there's a cap to how much ST you can put on an item. Other than that, well, it's basically true that Puissance +3 is a lousy investment.

ITYM "unlikely to be bothered with save by people making weapons for Royalty (not mere nobility), the champions of a major church, or someone with far more money than sense*."

*for what P+3 costs, you can get a fairly respectable company of mercenaries to follow you around. And it's also likely that anyone spending the time and money to enchant P+3 into something would ensure the thing they were enchanting was an exceptional example- i.e., Very Fine, and possibly special materials to boot. In short, a weapon fit for a King.

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Most strikingly, in recent years Eliot’s Bible, as much as it may have been a tool for the destruction of Algonquin culture at the time, has now become an indispensable tool for the Wôpanâak Language Reclamation Project — or, as Smith puts it, “a resource for the recuperation of the culture that it sought to destroy.” That may not offer vindication, but it does compel us to reflect on the long lifespan of a physical book — and the many uses to which its power may be put along the way.
We are witcj

We respect the interconnectedness of all things, knowing that our actions have consequences. We strive to live in harmony with the natural world, seeking to heal and protect it. We are the healers, the seers, the wise ones. We use our intuition and psychic gifts to guide others on their journeys, offering insight and helping to navigate life's challenges. We see beyond the surface, tapping into the unseen realms to uncover truths and find solutions. Being a witch is a deeply personal path, one that requires dedication and commitment. It is a constant learning and growth process, as we seek to deepen our connection to the divine and expand our knowledge of the craft. We study ancient texts, explore different traditions, and embrace the wisdom of our ancestors. But above all, being a witch is about empowerment. We reclaim our power and embrace our authentic selves. We are not bound by societal expectations or outdated beliefs. We forge our own path, unapologetically embracing our uniqueness and embracing the magic within. We are witches, and we are proud. We are the guardians of ancient wisdom and the keepers of the flame. We stand in solidarity with one another, united by our shared love for the craft. Together, we are a force to be reckoned with, weaving spells of change and transformation. So, let us celebrate our witchiness. Let us honor our ancestors and embrace the power that lies within us. Let us continue to learn, grow, and inspire one another. We are witches, and we are here to change the world..

Reviews for "The Witch's Sacred Space: Creating an Altar for Rituals and Spellwork"

- John D. - Rating: 2/5
I found "We are witch" to be extremely slow-paced and lacking action. The plot dragged on and I felt like there was way too much unnecessary description that didn't add anything to the story. The characters were also not very likeable and I struggled to connect with them. Overall, I was disappointed with this book and wouldn't recommend it to others.
- Sarah L. - Rating: 1/5
I couldn't get into "We are witch" at all. The writing style was very choppy and the dialogue felt forced. The story seemed to be trying too hard to be unique and quirky, but it just fell flat for me. The world-building was confusing and inconsistent, and the plot didn't seem to have a clear direction. I had high hopes for this book, but unfortunately, it was a complete miss for me.
- Michael S. - Rating: 2/5
"We are witch" had an interesting concept, but it failed to deliver. The pacing was all over the place and I found myself getting bored at times. The main character was supposed to be relatable, but I found her actions and decisions to be frustrating. The romance subplot felt forced and unnecessary, taking away from the potential of a more engaging plot. Overall, I wouldn't recommend this book to anyone looking for a captivating witch story.
- Emily B. - Rating: 3/5
While "We are witch" had its moments, I couldn't fully enjoy it due to the lack of character development. The main protagonist felt flat and I couldn't connect with her struggles. The plot had potential, but it felt rushed and underdeveloped. Despite some interesting ideas, the execution was lacking and left me wanting more depth and complexity. I wouldn't actively discourage others from reading it, but it's not a book I would recommend either.

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